mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
838 lines
19 KiB
C++
838 lines
19 KiB
C++
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "bridge_map.h"
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#include "heightmap.h"
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#include "clear_map.h"
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#include "date.h"
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#include "functions.h"
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#include "map.h"
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#include "player.h"
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#include "spritecache.h"
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#include "table/sprites.h"
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#include "tile.h"
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#include <stdarg.h>
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#include "viewport.h"
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#include "command.h"
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#include "landscape.h"
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#include "vehicle.h"
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#include "variables.h"
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#include "void_map.h"
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#include "water_map.h"
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#include "tgp.h"
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#include "genworld.h"
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extern const TileTypeProcs
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_tile_type_clear_procs,
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_tile_type_rail_procs,
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_tile_type_road_procs,
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_tile_type_town_procs,
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_tile_type_trees_procs,
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_tile_type_station_procs,
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_tile_type_water_procs,
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_tile_type_dummy_procs,
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_tile_type_industry_procs,
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_tile_type_tunnelbridge_procs,
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_tile_type_unmovable_procs;
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const TileTypeProcs * const _tile_type_procs[16] = {
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&_tile_type_clear_procs,
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&_tile_type_rail_procs,
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&_tile_type_road_procs,
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&_tile_type_town_procs,
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&_tile_type_trees_procs,
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&_tile_type_station_procs,
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&_tile_type_water_procs,
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&_tile_type_dummy_procs,
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&_tile_type_industry_procs,
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&_tile_type_tunnelbridge_procs,
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&_tile_type_unmovable_procs,
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};
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/* landscape slope => sprite */
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const byte _tileh_to_sprite[32] = {
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 0,
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0, 0, 0, 0, 0, 0, 0, 16, 0, 0, 0, 17, 0, 15, 18, 0,
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};
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SnowLine *_snow_line = NULL;
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/**
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* Applys a foundation to a slope.
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*
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* @pre Foundation and slope must be valid combined.
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* @param f The #Foundation.
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* @param s The #Slope to modify.
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* @return Increment to the tile Z coordinate.
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*/
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uint ApplyFoundationToSlope(Foundation f, Slope *s)
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{
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if (!IsFoundation(f)) return 0;
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if (IsLeveledFoundation(f)) {
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*s = SLOPE_FLAT;
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return TILE_HEIGHT;
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}
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uint dz = IsSteepSlope(*s) ? TILE_HEIGHT : 0;
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byte highest_corner = GetHighestSlopeCorner(*s);
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switch (f) {
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case FOUNDATION_INCLINED_X:
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*s = (highest_corner <= 1 ? SLOPE_SW : SLOPE_NE);
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break;
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case FOUNDATION_INCLINED_Y:
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*s = (((highest_corner == 1) || (highest_corner == 2)) ? SLOPE_SE : SLOPE_NW);
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break;
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case FOUNDATION_STEEP_LOWER:
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*s = (Slope) (1 << highest_corner);
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break;
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case FOUNDATION_STEEP_HIGHER:
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*s = (Slope) (*s & ~SLOPE_STEEP);
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break;
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default: NOT_REACHED();
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}
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return dz;
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}
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uint GetPartialZ(int x, int y, Slope corners)
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{
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int z = 0;
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switch (corners) {
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case SLOPE_W:
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if (x - y >= 0)
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z = (x - y) >> 1;
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break;
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case SLOPE_S:
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y ^= 0xF;
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if ( (x - y) >= 0)
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z = (x - y) >> 1;
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break;
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case SLOPE_SW:
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z = (x >> 1) + 1;
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break;
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case SLOPE_E:
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if (y - x >= 0)
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z = (y - x) >> 1;
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break;
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case SLOPE_EW:
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case SLOPE_NS:
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case SLOPE_ELEVATED:
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z = 4;
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break;
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case SLOPE_SE:
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z = (y >> 1) + 1;
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break;
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case SLOPE_WSE:
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z = 8;
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y ^= 0xF;
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if (x - y < 0)
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z += (x - y) >> 1;
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break;
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case SLOPE_N:
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y ^= 0xF;
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if (y - x >= 0)
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z = (y - x) >> 1;
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break;
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case SLOPE_NW:
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z = (y ^ 0xF) >> 1;
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break;
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case SLOPE_NWS:
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z = 8;
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if (x - y < 0)
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z += (x - y) >> 1;
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break;
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case SLOPE_NE:
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z = (x ^ 0xF) >> 1;
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break;
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case SLOPE_ENW:
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z = 8;
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y ^= 0xF;
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if (y - x < 0)
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z += (y - x) >> 1;
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break;
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case SLOPE_SEN:
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z = 8;
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if (y - x < 0)
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z += (y - x) >> 1;
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break;
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case SLOPE_STEEP_S:
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z = 1 + ((x + y) >> 1);
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break;
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case SLOPE_STEEP_W:
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z = 1 + ((x + (y ^ 0xF)) >> 1);
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break;
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case SLOPE_STEEP_N:
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z = 1 + (((x ^ 0xF) + (y ^ 0xF)) >> 1);
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break;
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case SLOPE_STEEP_E:
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z = 1 + (((x ^ 0xF) + y) >> 1);
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break;
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default: break;
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}
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return z;
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}
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uint GetSlopeZ(int x, int y)
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{
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TileIndex tile = TileVirtXY(x, y);
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return _tile_type_procs[GetTileType(tile)]->get_slope_z_proc(tile, x, y);
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}
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static Slope GetFoundationSlope(TileIndex tile, uint* z)
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{
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Slope tileh = GetTileSlope(tile, z);
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Foundation f = _tile_type_procs[GetTileType(tile)]->get_foundation_proc(tile, tileh);
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*z += ApplyFoundationToSlope(f, &tileh);
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return tileh;
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}
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static bool HasFoundationNW(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, 0, -1), &z);
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return
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(
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z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_N ? TILE_HEIGHT : 0) >
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z + (slope & SLOPE_E ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_E ? TILE_HEIGHT : 0)
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) || (
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z_here + (slope_here & SLOPE_W ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_W ? TILE_HEIGHT : 0) >
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z + (slope & SLOPE_S ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_S ? TILE_HEIGHT : 0)
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);
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}
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static bool HasFoundationNE(TileIndex tile, Slope slope_here, uint z_here)
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{
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uint z;
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Slope slope = GetFoundationSlope(TILE_ADDXY(tile, -1, 0), &z);
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return
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(
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z_here + (slope_here & SLOPE_N ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_N ? TILE_HEIGHT : 0) >
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z + (slope & SLOPE_W ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_W ? TILE_HEIGHT : 0)
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) || (
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z_here + (slope_here & SLOPE_E ? TILE_HEIGHT : 0) + (slope_here == SLOPE_STEEP_E ? TILE_HEIGHT : 0) >
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z + (slope & SLOPE_S ? TILE_HEIGHT : 0) + (slope == SLOPE_STEEP_S ? TILE_HEIGHT : 0)
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);
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}
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void DrawFoundation(TileInfo *ti, Foundation f)
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{
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if (!IsFoundation(f)) return;
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SpriteID sprite_base = SPR_SLOPES_VIRTUAL_BASE;
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uint z;
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Slope slope = GetFoundationSlope(ti->tile, &z);
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if (!HasFoundationNW(ti->tile, slope, z)) sprite_base += SPR_SLOPES_NO_FOUNDATION_NW_OFFSET;
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if (!HasFoundationNE(ti->tile, slope, z)) sprite_base += SPR_SLOPES_NO_FOUNDATION_NE_OFFSET;
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if (IsSteepSlope(ti->tileh)) {
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SpriteID lower_base;
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/* Lower part of foundation
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* Use the original slope sprites if NW and NE borders should be visible
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*/
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lower_base = sprite_base;
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if (lower_base == SPR_SLOPES_VIRTUAL_BASE) lower_base = SPR_FOUNDATION_BASE;
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AddSortableSpriteToDraw(
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lower_base + (ti->tileh & ~SLOPE_STEEP), PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z
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);
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byte highest_corner = GetHighestSlopeCorner(ti->tileh);
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ti->z += ApplyFoundationToSlope(f, &ti->tileh);
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if (IsInclinedFoundation(f)) {
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/* inclined foundation */
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byte inclined = highest_corner * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
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AddSortableSpriteToDraw(sprite_base + SPR_SLOPES_INCLINED_OFFSET + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
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OffsetGroundSprite(31, 9);
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} else if (f >= FOUNDATION_STEEP_HIGHER) {
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/* three corners raised:
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* Draw inclined foundations for both axes, that results in the needed image.
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*/
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SpriteID upper = sprite_base + SPR_SLOPES_INCLINED_OFFSET + highest_corner * 2;
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AddSortableSpriteToDraw(upper, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
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AddChildSpriteScreen(upper + 1, PAL_NONE, 31, 9);
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OffsetGroundSprite(31, 9);
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} else {
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/* one corner raised */
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OffsetGroundSprite(31, 1);
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}
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} else {
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if (IsLeveledFoundation(f)) {
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/* leveled foundation
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* Use the original slope sprites if NW and NE borders should be visible
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*/
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if (sprite_base == SPR_SLOPES_VIRTUAL_BASE) sprite_base = SPR_FOUNDATION_BASE;
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AddSortableSpriteToDraw(sprite_base + ti->tileh, PAL_NONE, ti->x, ti->y, 16, 16, 7, ti->z);
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OffsetGroundSprite(31, 1);
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} else {
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/* inclined foundation */
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byte inclined = GetHighestSlopeCorner(ti->tileh) * 2 + (f == FOUNDATION_INCLINED_Y ? 1 : 0);
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AddSortableSpriteToDraw(sprite_base + SPR_SLOPES_INCLINED_OFFSET + inclined, PAL_NONE, ti->x, ti->y, 16, 16, 1, ti->z);
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OffsetGroundSprite(31, 9);
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}
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ti->z += ApplyFoundationToSlope(f, &ti->tileh);
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}
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}
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void DoClearSquare(TileIndex tile)
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{
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MakeClear(tile, CLEAR_GRASS, _generating_world ? 3 : 0);
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MarkTileDirtyByTile(tile);
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}
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uint32 GetTileTrackStatus(TileIndex tile, TransportType mode, uint sub_mode)
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{
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return _tile_type_procs[GetTileType(tile)]->get_tile_track_status_proc(tile, mode, sub_mode);
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}
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void ChangeTileOwner(TileIndex tile, PlayerID old_player, PlayerID new_player)
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{
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_tile_type_procs[GetTileType(tile)]->change_tile_owner_proc(tile, old_player, new_player);
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}
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void GetAcceptedCargo(TileIndex tile, AcceptedCargo ac)
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{
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memset(ac, 0, sizeof(AcceptedCargo));
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_tile_type_procs[GetTileType(tile)]->get_accepted_cargo_proc(tile, ac);
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}
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void AnimateTile(TileIndex tile)
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{
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_tile_type_procs[GetTileType(tile)]->animate_tile_proc(tile);
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}
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void ClickTile(TileIndex tile)
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{
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_tile_type_procs[GetTileType(tile)]->click_tile_proc(tile);
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}
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void GetTileDesc(TileIndex tile, TileDesc *td)
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{
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_tile_type_procs[GetTileType(tile)]->get_tile_desc_proc(tile, td);
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}
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/**
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* Has a snow line table already been loaded.
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* @return true if the table has been loaded already.
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*/
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bool IsSnowLineSet(void)
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{
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return _snow_line != NULL;
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}
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/**
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* Set a variable snow line, as loaded from a newgrf file.
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* @param table the 12 * 32 byte table containing the snowline for each day
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*/
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void SetSnowLine(byte table[SNOW_LINE_MONTHS][SNOW_LINE_DAYS])
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{
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_snow_line = CallocT<SnowLine>(1);
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memcpy(_snow_line->table, table, sizeof(_snow_line->table));
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for (uint i = 0; i < SNOW_LINE_MONTHS; i++) {
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for (uint j = 0; j < SNOW_LINE_DAYS; j++) {
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_snow_line->highest_value = max(_snow_line->highest_value, table[i][j]);
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}
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}
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}
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/**
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* Get the current snow line, either variable or static.
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* @return the snow line height.
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*/
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byte GetSnowLine(void)
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{
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if (_snow_line == NULL) return _opt.snow_line;
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YearMonthDay ymd;
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ConvertDateToYMD(_date, &ymd);
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return _snow_line->table[ymd.month][ymd.day];
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}
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/**
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* Get the highest possible snow line height, either variable or static.
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* @return the highest snow line height.
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*/
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byte HighestSnowLine(void)
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{
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return _snow_line == NULL ? _opt.snow_line : _snow_line->highest_value;
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}
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/**
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* Clear the variable snow line table and free the memory.
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*/
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void ClearSnowLine(void)
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{
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free(_snow_line);
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_snow_line = NULL;
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}
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/** Clear a piece of landscape
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* @param tile tile to clear
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* @param flags of operation to conduct
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* @param p1 unused
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* @param p2 unused
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*/
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CommandCost CmdLandscapeClear(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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return _tile_type_procs[GetTileType(tile)]->clear_tile_proc(tile, flags);
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}
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/** Clear a big piece of landscape
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* @param tile end tile of area dragging
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* @param p1 start tile of area dragging
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* @param flags of operation to conduct
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* @param p2 unused
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*/
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CommandCost CmdClearArea(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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CommandCost cost, ret, money;
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int ex;
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int ey;
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int sx, sy;
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int x, y;
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bool success = false;
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if (p1 >= MapSize()) return CMD_ERROR;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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/* make sure sx,sy are smaller than ex,ey */
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ex = TileX(tile);
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ey = TileY(tile);
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sx = TileX(p1);
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sy = TileY(p1);
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if (ex < sx) Swap(ex, sx);
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if (ey < sy) Swap(ey, sy);
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money.AddCost(GetAvailableMoneyForCommand());
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for (x = sx; x <= ex; ++x) {
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for (y = sy; y <= ey; ++y) {
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ret = DoCommand(TileXY(x, y), 0, 0, flags & ~DC_EXEC, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) continue;
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success = true;
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if (flags & DC_EXEC) {
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money.AddCost(-ret.GetCost());
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if (ret.GetCost() > 0 && money.GetCost() < 0) {
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_additional_cash_required = ret.GetCost();
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return cost;
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}
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DoCommand(TileXY(x, y), 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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/* draw explosion animation... */
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if ((x == sx || x == ex) && (y == sy || y == ey)) {
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/* big explosion in each corner, or small explosion for single tiles */
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CreateEffectVehicleAbove(x * TILE_SIZE + TILE_SIZE / 2, y * TILE_SIZE + TILE_SIZE / 2, 2,
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sy == ey && sx == ex ? EV_EXPLOSION_SMALL : EV_EXPLOSION_LARGE
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);
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}
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}
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cost.AddCost(ret);
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}
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}
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return (success) ? cost : CMD_ERROR;
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}
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#define TILELOOP_BITS 4
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#define TILELOOP_SIZE (1 << TILELOOP_BITS)
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#define TILELOOP_ASSERTMASK ((TILELOOP_SIZE - 1) + ((TILELOOP_SIZE - 1) << MapLogX()))
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#define TILELOOP_CHKMASK (((1 << (MapLogX() - TILELOOP_BITS))-1) << TILELOOP_BITS)
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void RunTileLoop()
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{
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TileIndex tile;
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uint count;
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tile = _cur_tileloop_tile;
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assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
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count = (MapSizeX() / TILELOOP_SIZE) * (MapSizeY() / TILELOOP_SIZE);
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do {
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_tile_type_procs[GetTileType(tile)]->tile_loop_proc(tile);
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if (TileX(tile) < MapSizeX() - TILELOOP_SIZE) {
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tile += TILELOOP_SIZE; // no overflow
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} else {
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tile = TILE_MASK(tile - TILELOOP_SIZE * (MapSizeX() / TILELOOP_SIZE - 1) + TileDiffXY(0, TILELOOP_SIZE)); /* x would overflow, also increase y */
|
|
}
|
|
} while (--count);
|
|
assert( (tile & ~TILELOOP_ASSERTMASK) == 0);
|
|
|
|
tile += 9;
|
|
if (tile & TILELOOP_CHKMASK)
|
|
tile = (tile + MapSizeX()) & TILELOOP_ASSERTMASK;
|
|
_cur_tileloop_tile = tile;
|
|
}
|
|
|
|
void InitializeLandscape()
|
|
{
|
|
uint maxx = MapMaxX();
|
|
uint maxy = MapMaxY();
|
|
uint sizex = MapSizeX();
|
|
uint x;
|
|
uint y;
|
|
|
|
for (y = 0; y < maxy; y++) {
|
|
for (x = 0; x < maxx; x++) {
|
|
MakeClear(sizex * y + x, CLEAR_GRASS, 3);
|
|
SetTileHeight(sizex * y + x, 0);
|
|
SetTropicZone(sizex * y + x, TROPICZONE_INVALID);
|
|
ClearBridgeMiddle(sizex * y + x);
|
|
}
|
|
MakeVoid(sizex * y + x);
|
|
}
|
|
for (x = 0; x < sizex; x++) MakeVoid(sizex * y + x);
|
|
}
|
|
|
|
void ConvertGroundTilesIntoWaterTiles()
|
|
{
|
|
TileIndex tile;
|
|
uint z;
|
|
Slope slope;
|
|
|
|
for (tile = 0; tile < MapSize(); ++tile) {
|
|
slope = GetTileSlope(tile, &z);
|
|
if (IsTileType(tile, MP_CLEAR) && z == 0) {
|
|
/* Make both water for tiles at level 0
|
|
* and make shore, as that looks much better
|
|
* during the generation. */
|
|
switch (slope) {
|
|
case SLOPE_FLAT:
|
|
MakeWater(tile);
|
|
break;
|
|
|
|
case SLOPE_N:
|
|
case SLOPE_E:
|
|
case SLOPE_S:
|
|
case SLOPE_W:
|
|
case SLOPE_NW:
|
|
case SLOPE_SW:
|
|
case SLOPE_SE:
|
|
case SLOPE_NE:
|
|
MakeShore(tile);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static const byte _genterrain_tbl_1[5] = { 10, 22, 33, 37, 4 };
|
|
static const byte _genterrain_tbl_2[5] = { 0, 0, 0, 0, 33 };
|
|
|
|
static void GenerateTerrain(int type, int flag)
|
|
{
|
|
uint32 r;
|
|
uint x;
|
|
uint y;
|
|
uint w;
|
|
uint h;
|
|
const Sprite* templ;
|
|
const byte *p;
|
|
Tile* tile;
|
|
byte direction;
|
|
|
|
r = Random();
|
|
templ = GetSprite((((r >> 24) * _genterrain_tbl_1[type]) >> 8) + _genterrain_tbl_2[type] + 4845);
|
|
|
|
x = r & MapMaxX();
|
|
y = (r >> MapLogX()) & MapMaxY();
|
|
|
|
|
|
if (x < 2 || y < 2) return;
|
|
|
|
direction = GB(r, 22, 2);
|
|
if (direction & 1) {
|
|
w = templ->height;
|
|
h = templ->width;
|
|
} else {
|
|
w = templ->width;
|
|
h = templ->height;
|
|
}
|
|
p = templ->data;
|
|
|
|
if (flag & 4) {
|
|
uint xw = x * MapSizeY();
|
|
uint yw = y * MapSizeX();
|
|
uint bias = (MapSizeX() + MapSizeY()) * 16;
|
|
|
|
switch (flag & 3) {
|
|
case 0:
|
|
if (xw + yw > MapSize() - bias) return;
|
|
break;
|
|
|
|
case 1:
|
|
if (yw < xw + bias) return;
|
|
break;
|
|
|
|
case 2:
|
|
if (xw + yw < MapSize() + bias) return;
|
|
break;
|
|
|
|
case 3:
|
|
if (xw < yw + bias) return;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (x + w >= MapMaxX() - 1) return;
|
|
if (y + h >= MapMaxY() - 1) return;
|
|
|
|
tile = &_m[TileXY(x, y)];
|
|
|
|
switch (direction) {
|
|
case 0:
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint w_cur;
|
|
|
|
for (w_cur = w; w_cur != 0; --w_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur++;
|
|
}
|
|
tile += TileDiffXY(0, 1);
|
|
} while (--h != 0);
|
|
break;
|
|
|
|
case 1:
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint h_cur;
|
|
|
|
for (h_cur = h; h_cur != 0; --h_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur += TileDiffXY(0, 1);
|
|
}
|
|
tile++;
|
|
} while (--w != 0);
|
|
break;
|
|
|
|
case 2:
|
|
tile += TileDiffXY(w - 1, 0);
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint w_cur;
|
|
|
|
for (w_cur = w; w_cur != 0; --w_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur--;
|
|
}
|
|
tile += TileDiffXY(0, 1);
|
|
} while (--h != 0);
|
|
break;
|
|
|
|
case 3:
|
|
tile += TileDiffXY(0, h - 1);
|
|
do {
|
|
Tile* tile_cur = tile;
|
|
uint h_cur;
|
|
|
|
for (h_cur = h; h_cur != 0; --h_cur) {
|
|
if (*p >= tile_cur->type_height) tile_cur->type_height = *p;
|
|
p++;
|
|
tile_cur -= TileDiffXY(0, 1);
|
|
}
|
|
tile++;
|
|
} while (--w != 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
#include "table/genland.h"
|
|
|
|
static void CreateDesertOrRainForest()
|
|
{
|
|
TileIndex tile;
|
|
TileIndex update_freq = MapSize() / 4;
|
|
const TileIndexDiffC *data;
|
|
uint i;
|
|
|
|
for (tile = 0; tile != MapSize(); ++tile) {
|
|
if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
for (data = _make_desert_or_rainforest_data;
|
|
data != endof(_make_desert_or_rainforest_data); ++data) {
|
|
TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
|
|
if (TileHeight(t) >= 4 || IsTileType(t, MP_WATER)) break;
|
|
}
|
|
if (data == endof(_make_desert_or_rainforest_data))
|
|
SetTropicZone(tile, TROPICZONE_DESERT);
|
|
}
|
|
|
|
for (i = 0; i != 256; i++) {
|
|
if ((i % 64) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
RunTileLoop();
|
|
}
|
|
|
|
for (tile = 0; tile != MapSize(); ++tile) {
|
|
if ((tile % update_freq) == 0) IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
for (data = _make_desert_or_rainforest_data;
|
|
data != endof(_make_desert_or_rainforest_data); ++data) {
|
|
TileIndex t = TILE_MASK(tile + ToTileIndexDiff(*data));
|
|
if (IsTileType(t, MP_CLEAR) && IsClearGround(t, CLEAR_DESERT)) break;
|
|
}
|
|
if (data == endof(_make_desert_or_rainforest_data))
|
|
SetTropicZone(tile, TROPICZONE_RAINFOREST);
|
|
}
|
|
}
|
|
|
|
void GenerateLandscape(byte mode)
|
|
{
|
|
const int gwp_desert_amount = 4 + 8;
|
|
uint i;
|
|
uint flag;
|
|
uint32 r;
|
|
|
|
if (mode == GW_HEIGHTMAP) {
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_TROPIC) ? 1 + gwp_desert_amount : 1);
|
|
LoadHeightmap(_file_to_saveload.name);
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
} else if (_patches.land_generator == LG_TERRAGENESIS) {
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, (_opt.landscape == LT_TROPIC) ? 3 + gwp_desert_amount : 3);
|
|
GenerateTerrainPerlin();
|
|
} else {
|
|
switch (_opt.landscape) {
|
|
case LT_ARCTIC:
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, 2);
|
|
|
|
for (i = ScaleByMapSize((Random() & 0x7F) + 950); i != 0; --i) {
|
|
GenerateTerrain(2, 0);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
r = Random();
|
|
flag = GB(r, 0, 2) | 4;
|
|
for (i = ScaleByMapSize(GB(r, 16, 7) + 450); i != 0; --i) {
|
|
GenerateTerrain(4, flag);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
break;
|
|
|
|
case LT_TROPIC:
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, 3 + gwp_desert_amount);
|
|
|
|
for (i = ScaleByMapSize((Random() & 0x7F) + 170); i != 0; --i) {
|
|
GenerateTerrain(0, 0);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
r = Random();
|
|
flag = GB(r, 0, 2) | 4;
|
|
for (i = ScaleByMapSize(GB(r, 16, 8) + 1700); i != 0; --i) {
|
|
GenerateTerrain(0, flag);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
|
|
flag ^= 2;
|
|
|
|
for (i = ScaleByMapSize((Random() & 0x7F) + 410); i != 0; --i) {
|
|
GenerateTerrain(3, flag);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
break;
|
|
|
|
default:
|
|
SetGeneratingWorldProgress(GWP_LANDSCAPE, 1);
|
|
|
|
i = ScaleByMapSize((Random() & 0x7F) + (3 - _opt.diff.quantity_sea_lakes) * 256 + 100);
|
|
for (; i != 0; --i) {
|
|
GenerateTerrain(_opt.diff.terrain_type, 0);
|
|
}
|
|
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
ConvertGroundTilesIntoWaterTiles();
|
|
|
|
if (_opt.landscape == LT_TROPIC) CreateDesertOrRainForest();
|
|
}
|
|
|
|
void OnTick_Town();
|
|
void OnTick_Trees();
|
|
void OnTick_Station();
|
|
void OnTick_Industry();
|
|
|
|
void OnTick_Players();
|
|
void OnTick_Train();
|
|
|
|
void CallLandscapeTick()
|
|
{
|
|
OnTick_Town();
|
|
OnTick_Trees();
|
|
OnTick_Station();
|
|
OnTick_Industry();
|
|
|
|
OnTick_Players();
|
|
OnTick_Train();
|
|
}
|
|
|
|
TileIndex AdjustTileCoordRandomly(TileIndex a, byte rng)
|
|
{
|
|
int rn = rng;
|
|
uint32 r = Random();
|
|
|
|
return TILE_MASK(TileXY(
|
|
TileX(a) + (GB(r, 0, 8) * rn * 2 >> 8) - rn,
|
|
TileY(a) + (GB(r, 8, 8) * rn * 2 >> 8) - rn
|
|
));
|
|
}
|
|
|
|
bool IsValidTile(TileIndex tile)
|
|
{
|
|
return (tile < MapSizeX() * MapMaxY() && TileX(tile) != MapMaxX());
|
|
}
|